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Scorsos mensajes - Pagina 1509

  Forum

TheEmu
Da In Jul 2012
7424 post(s)

Share your FullScreen - Member Created Scenes here

Tutto su iStripper
July 3, 2017, 2717 risposte
@nurebau32. Play with this stuff as much as you like, the main reason I upload it is to encourage others to create their own scenes. Feel free to adapt anything in anyway you want.

In my previous post I had intended to make particular mentions of the Shadow shaders and the group of filter shaders from which they are partialy derived.

The two shadow shaders are intended to solve the problem of creating realistic shadows of the performers. Until now if the shadow was not to be directly behind, below or in front of the performer the only way simple to align it at an angle was to rotate it relative to the clip, but this meant that the shadow could not properly meet the peformer's feet when they were both on the floor. The shadow shader solve this problem by applying a shear transform which so that the bottom of the shadow is not displaced at all but the shadow of the head is offset by a large amount. This creates some complications because you need to allow for the extra horizontal extent of the shadow when compared to the clip but the examples show one way to do this.

The group of Filter shaders implement a range of digital filters. The way in which the filter weights are defined in the body of the filters was designed to make it simple for users to modify without being proficient in GLSL programing - though you will need to know something about digital filter theory if you want to do more that tweak the numbers to see the effect.

It may be wort saying that although the Shear, Taper and TaShe (combined Taper and Shear) shaders are demonstrated as acting on static images this is not how I would expect them to be used - static image distortions can be done in a separate program (or by using these shaders and doing a screen capture) so that there is no overhead from the sahder when running the scene. They are more useful when the images they are acting on are dynamic, such as the contents of a frame buffer.

Also, I seem to have completly forgotten to mention the "Scheduling" group of shaders. These can be used to generate series of colour or opacity pulses with a wide range of repeat patterrns and rise and fall characteristics - they are rather more flexible than using animate clauses in the .scn file. Unfortunately they are moderately heavy users of GPU power so may it may not always be possible to use them without overloading the GPU and slowing down the performance.